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Messages - Pegg

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MM8BDM Discussion / Re: Chapter 12 & 13 Storyline Dialogue
« on: August 26, 2018, 03:52:23 PM »
at this point i don't even know if this is a joke or not

if it isn't please stop forcing your ridiculous fanfiction onto us
if it is a joke though, it's very amusing

This hud is very good and gets a yes/10 from my professional team of judges

Download today for a chance to win a free iPad

Those Duo sprites are pretty cool, but those pain frames are pretty mediocre (I think those are the ones used in core??)

Well regardless, here's a 'better' one I made. Didn't rotate it because I got lazy, but if you wanna do that go right ahead.

EDIT: rotated it myself, don't worry about it

Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
« on: May 14, 2018, 03:42:42 PM »
you all thought it was gone but it wasnt
you thought

I was supposed to do a skin but I got lazy and didn't
Nobody likes Flare Man anyways, right?

Closed / Error in Alien's Skin
« on: February 07, 2018, 11:01:34 PM »
Straight to the point, frame ALIEE1 has an error in it. Seems like it was cropped poorly on the left side.

Graphic Alterations/Submissions / [Sprites] Quickman skin revamp
« on: October 20, 2017, 12:06:35 AM »
Hello, Quickman is ugly. I have made a Quickman that is slightly less ugly.

Features include:
Less odor
50% less insects
Strange legs

All for the low low price of free.
Thats right folks, you can have this shiny boy for a large amount of free.

In all seriousness, Quickman's skin is kinda gross, and I wanted to do something about it.
The main thing holding this skin back is the legs, and if I was allowed to change them I definitely would. Last walking frame is completely optional, it was suggested for smoother animation.

I may do more things like this in the future but currently I have no plans for anything else.

PK3 soon maybe

MM8BDM Discussion / Re: [Sprites] &B Mugshot 'improvements'
« on: July 30, 2017, 11:52:51 AM »
I just noticed this was in the wrong section, bleh.


Burner Man, who suffers from being washed out

Would this work any better? It uses 8 colours (which is disgusting), but it fixes your issue.

MM8BDM Discussion / [Sprites] &B Mugshot 'improvements'
« on: July 28, 2017, 01:24:29 PM »
Most of the &B mugshots are bad.
I don't like them.
I 'fixed' them.

Fixed is in quotes due to the fact that I'm unsure that the devteam will like the changes made.

I've also received a few complaints of Burner looking too pale and Dynamo looking out of style.
I can't do much about Burner, since he's already got a lot of colours on him, and Dynamo isn't too high on my 'hit list'.

So, use these if you want.

Tutorial Collection / [TUTORIAL] Creating a customized skin
« on: June 10, 2017, 01:44:11 AM »

(NOTE: This thread was created so that people stopped using the old outdated skin tutorial from 2010.)

So, you think you're cool enough to make your very own custom skin? Well hold on there, buddy, because it's a bit harder than you may think.


    An image editor that has rad transparency on PNGs (I recommend Paint.NET)
    A lot of time
    About 5 dozen eggs

Section 1: Setup

Alright, first things first. We need to make the sprites, which is easier said than done.

There are a lot of specifics for skins, so here's what you'll need to know.


8BDM uses certain colors on skins in order to make sure when you pick up weapons, your skin switches to that color. The default colors are specific shades of blue and cyan, which is why in player setup all of the skins are this color.

#0078FC, or color 198 in the 8BDM palette.
#00F8FC, or color 192 in the 8BDM palette.

There are also 2 other colors, black and white.

#000000, or color 0 in the 8BDM palette.
#FFFFFF, or color 4 in the 8BDM palette.

These are important to know, because 8BDM is very picky with it's colors. An off color could mean that it wont translate correctly and it won't work in-game.

Now that we know the colors, we can actually start making the sprites now.


Open your image editing software and create a new image.

I've created a template here so that it may be easier to understand what exactly you're doing.

Now, before you do anything, please note that you do NOT have to make your skin within the template. You can organize them however you want, and I'd encourage you to do so.

Back on track, you may be confused by a few things in this image, which I'll explain here.

Below each classification (Walk 1, FrontRight, etc.) is a set of numbers or letters in brackets. These are used for naming conventions when compiling your skin. Before we get into that though, we first need to make the sprites. You will need to make an equivalent for every image in the template shown above.

This is the part where you go and make the sprites. I can't really give an 'art' tutorial, but I can however give a few tips.

    Make sure everything in your rotations are consistent height-wise. You don't wanna have a character's arm be in 5 different places in just one rotation!
    If your character is completely symmetrical, you can probably get away with mirroring the Walk 1 frame to use as the Walk 3 frame.
    Try to make it look Megaman-y! Your skin will fit in with the rest of them if it does.
    If you're still stuck, ask for pointers from artists within the community. Asking for help is generally helpful.

Section 2: Compiling your skin

Assuming you have your rotations complete, it's time to compile them into a .pk3 file.

First, you have to take every individual frame and put them into separate PNGs. This can be very time consuming, but there's a tool that can help you do this in seconds.

After you have all of your frames in separate image files, you have to name them correctly. This is where the letters and numbers from the template come in.

Here's how it works: The first 4 characters of the filename define what set of sprites it is. The last 2-4 define the specific rotation of the frame.

For example, here's the base skin's front frame.


PLY1 is the set of sprites, A is the frame (idle) and 1 is the rotation number (front), hence why it's called PLY1A1. It's pretty easy to understand once you get the hang of it. The other frames follow similar formats.

Frame letters:

A = Idle frame

B, C, D, E = Walking frames

F, G = Firing frames

H = Pain frame

Rotation numbers:

x1 = Front

x5 = Back

x6x4 = BackRight

x7x3 = Side

x8x2 = FrontRight

Please note that "x" in this situation refers to any of the the frame letters.

Now that you have your frames in separate images, you now have to compile them into a .pk3 file

Putting your skin into SLADE

Open up SLADE3, assuming that you downloaded it earlier, and create a new zip archive.

Create a new folder and call it 'sprites', then import all of your image files into the sprites folder.

And now, presenting the most tedious part of the process: toying around with offsets. Go into your sprites folder and click the first frame, which should be the front idle frame. It'll look something like this:

Click that tiny little button at the bottom, and a window like this should pop up.

Click the dropdown menu and select "Monster (GL-friendly)", which should set the offsets for you automatically. Make sure to click the save icon up at the top under "Entry Contents", and then do the exact same thing for all the other frames.

Finally, we need to create a SKININFO file. What's a SKININFO file? I don't know. I hear it's magical, though.

In all seriousness, a SKININFO file is what you use to define the skin so Zandronum knows what it is. Exit out of the sprites folder if you haven't already. This is where it gets tricky. Create a new entry and name it SKININFO. Click it and on the right there should be a button that says "View as text". Click that, and paste the following code into the textbox:

Code: [Select]
name = " "
sprite =
class = Megaman
dsnoway = LAND
dsoof = LAND
dspldeth = MEGADEAT
dspdiehi = MEGADEAT
dsplpain = MEGAPAIN
dstaunt = dsnone
gender = other

The missing spaces can be filled with:

name = What you want your skin to appear as on the Player Setup tab
sprite = The first 4 digits of your skin frames (Ex. PLY1)

You can customize it a bit with sounds, so if your character is heavy you can change LAND to FATLAND. You can also change the pain sounds from MEGAPAIN to MM2PAIN, MM3PAIN, or MM4PAIN.

Now, click Save As and save your file as a .pk3 file in your skins folder (which can be found in the same place you installed 8BDM).

Section 3: Testing and FAQ

If you saved your skin in your skins folder, you're all ready to go. Just check out your frames in Roll's mirror, be sure to test out different weapons.


Q: I got an error about missing frames! How can I fix this?
A: Go check and make sure you have equivalent frames for each frame on the template in your pk3. If you don't, make one and put it in.

Q: I got an error about bad characters!
A: It means you named your file incorrectly. Go compare your filenames to the ones shown earlier to make sure they're named correctly.

Q: My skin doesn't change color with weapons!
A: That means you used the incorrect colors, and you'll have to recolor and recompile the whole thing. Yeah, it's not fun.

Q: My skin faces the wrong way!
A: You're gonna have to reverse the frames that are facing the wrong way and recompile them.

Q: My skin moves around a lot while animating!
A: You did the offsets wrong.

Q: why do i need eggs
A: you need egg to shot web

Q: Can other people see my skin?
A: Only if they have it in their skin folders too.

Section 4: Optional things and Conclusion

Skins can have more than 5 rotations, too. You can add 3 extra frames for a total of 8 rotations. They're additional FrontRight, Side, and BackRight frames. The codes for these are x2, x3, and x4 respectively.

You can also add custom sound effects and a taunt to your skin, but I'm pretty sure there's a tutorial for that somewhere, so I wont go into that here.

Anyways, I hope that this tutorial was more helpful than the older one, and I hope that it can guide newer players to make better skins because of it.

dont do megaman edits kiddos
they're bad

Skins & Bots etc / Re: Official Request Thread
« on: June 06, 2017, 06:33:32 PM »
Can someone make Dark Moon from Megaman 5?

Had this laying around. There's blinking ones too but I didn't see a need to post them.

GUTSBOSS is a demake of Gutsman's theme from Megaman: The Power Battle, not just a remix.

Closed / Re: [Sprites] Various Prop Improvements
« on: May 08, 2017, 04:38:25 PM »
PK3 added to OP. If you need anything else from me, lemme know!

Closed / Re: [Sprites] Various Prop Improvements
« on: May 05, 2017, 06:46:09 PM »
Mmm, alright. I think I've done all that I can do. Will update OP with PK3 soon.

Had fun doing this, though! except for matasaburo

Closed / Re: [Sprites] Various Prop Improvements
« on: May 03, 2017, 05:35:42 PM »
Alright, edited OP. Also added a changelog, so check that out if you wanna know what's changed.

Closed / [Sprites] Various Prop Improvements
« on: May 03, 2017, 01:18:58 AM »
For a while I've been noticing that a few props on some maps just... Could be better. I'll be updating this thread with more fixed sprites as well, but as of now have a look at these.

Bomber Pepe
Spoiler for Hiden:

Spoiler for Hiden:

Spoiler for Hiden:

Bunby Catcher
Spoiler for Hiden:

Spoiler for Hiden:

Spoiler for Hiden:


Had fun making these, thanks for letting me help!

Spoiler for Hiden:
Edit 5/3/2017:
-Added comparisons
-Updated Pandeeta
-Added Baccone, Bunby Catcher

Edit 5/4/2017:
-Fixed some height inconsistencies on Bunby Catcher and Bomber Pepe
-Added Komasaburo

Edit 5/5/2017:
-Added Matasaburo
-Should all be in a PK3 by the end of the day.

Edit 5/8/2017:
-So much for having it in a PK3 by the end of the day. Anyways, PK3 is now downloadable!

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